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AoE3 Modding Council: 2nd Ballot complete!
Posted: Tilanus Commodor @ Sun Jan 22, 2012 3:14 pm
The 2nd ballot for the AoE3 Modding Council is complete! Here are the results:

Spoiler:


click to open voting table (image)



As you probably imagined, the green columns are in, the greyed out, are not.

I've been voting for all the NE members indeed. Mr. Green But with foresight it was clear that not all of them would do it. I'm quite happy about Zephyr and Yomgui having made it. Now, Yomgui just needs to come online again and have some time on his hands. Smile

The big surprise of this election is Meister_Wolo, leader of The Forgotten Empires (not to be confused with TFN from arcalion), an innovative mod from the German No Rush Community. He followed my advice to apply for it and voíla! Cool

Council members (14):
  • AOE_Fan
  • arcalion
  • Hoop Thrower
  • Jangomango
  • Meister_Wolo
  • mister SCP
  • musketeer925
  • peugeot407
  • Shayne
  • Tahattus
  • Tilanus
  • The Dude
  • Yomgui
  • Zephyr_Arsland

Unelected candidates (5):
  • Da Bozz
  • Dayoftheninja
  • Ca Putt
  • Mr Bean
  • sufjanfan


The most members in the Council has WotTA (5), followed by K&B (4) and NE (3). The fewest members have TFN (1) and TFE (1).

Now where the Council has been formed, the next weeks will be used to find a common ground, a basis of decision-making and to start the first exchanges. Smile

Comments: 12 :: View Comments (Post your comment)

First Results: AoE3 Modding Council
Posted: Tilanus Commodor @ Thu Jan 19, 2012 5:26 pm

Hey ho!

The first election is over! Candidates who have more than 2 votes are automatically part of the Council, so there will be no debate about them. The ones who got only 1 and 2 votes though, are right now being discussed and will probably affirmed (or not) in a 2nd election. Follow or join the debate here: Modding Council Discussion.

4 votes
  • AOE_Fan (K&B/NE)

3 votes
  • Hoop Thrower (WotTA)
  • musketeer925 (WotTA)

_____________________________________________________________
2 votes
  • Shayne (WotTA))
  • Yomgui (NE)
  • Mr Bean (AoD)
  • The Dude (K&B/NE)

1 vote
  • Dayoftheninja (WotTA)
  • Jangomango (WotTA)
  • Zephyr_Arsland (NE)
  • sufjanfan (WotTA)
  • Meister_Wolo (TFE)
  • Ca Putt (NE)
  • misterscp (K&B)
  • Da Bozz (NE)


The arguments for the candidates can be found here.

Comments: 2 :: View Comments (Post your comment)

AoE3 Modding Council coming soon...
Posted: Tilanus Commodor @ Wed Jan 18, 2012 4:06 am
Hey there,

for all people who do not visit the WotTA forums frequently I have something very interesting to tell you: The largest AoE3 mods and best AoE3 modders will gather to exchange themselves with views, knowledge, skills and content to improve the general quality of the whole scene!



The so called "Modding Council" will be settled in a separate forum on the WotTA forum. Practically everyone can have a look and read. The access is limited though to skilled veteran modders.
So, the general idea is that all mods will profit from each other. At the moment an election is held in which the leaders of NE, WotTA, K&B and TFN choose the candidates for the Council.

Some AoE3 veterans will probably remember that there already was once a so called "Modding Council" on AoE3 HeavenGames, which didn't succeed though. Now, this is the second and I guess also more serious attempt.

It is possible to become a member of the Council after the election, however, you'd either need to be suggested by anyone in the Council or apply for it and prove your suitability.


More to come soon!

Comments: 12 :: View Comments (Post your comment)

Modding Report #14
Posted: Tilanus Commodor @ Tue Dec 20, 2011 3:31 pm
Holidays! It's been a time since the last report!

MODDING REPORT #14
  • The newly created AI portraits have been implemented into the game. They're not all done yet, but it was time to include them!

  • I've started preparing the files for Military Academy, University and Mercenary Camp. It's not clear yet how they'll be implemented, but that they'll be implemented seems certain. Smile

  • Working on the Prussian civ. I kicked the Teutonic Knight from the HC and replaced him with Pikemen+Arquebusiers, the Fusilier cards are out due to the new Musketeer-Fusilier transformation, Skirmisher in, Needle Gun transformation card has been temporarily disabled. The free units per building spawn will most probably disabled for Age 1.

  • Right now I'm setting up a Prototype Civ that fully works without any extras, boni, mali, whatever. It's just the clean skeleton of AoE3 civs. It's important for future balance and design considerations.

  • A new civ is currently getting discussed. If we should realize it, it seems sure that Chinese civ won't have an AI anymore. They were even more isolated than the Japanese. Militarily there was few to no contact to European powers. Even trade was limited to only two "European" players. In general the only asian civ that I will guarantee to have an AI, are the Indians.

  • I started a HC Analysis to assure the balance of all HCs and find out if we can establish a better system.

  • We created some kind of hate file for icons, which aims at improving the visual quality of our icons. You can help us by posting them with their names!

  • Some of you may have noticed already. Zephyr is back! - He firstly sent me an AI that kicked my ass in a test match. Good eh? Now 3 versus 5 is not a solid test constellation anymore. He already continued working and looks for his plans to be realized! Cool

  • And another surprising comeback: The beloved Yomgui is ready to mod again. Cool

  • The new German Homecity is now "Regensburg", since "Berlin" is Prussian. The German Explorer is now "Gerhard Mercator", since "Alexander von Humboldt" was Prussian as well.

  • Ca Putt finished the AI descriptions and is now checking unique cavalry units on realism/relevance. In focus are units such as the Dutch Ruyter and the Spanish Lancer.

  • Our researcher mahraja still adds every now and then drafts to our draft collection.

  • Forum user DKBad_Reputation is currently applying as balancer and doing some test tasks.

  • Haven't heard from Mr Bean for ages.

Personal review: We're back!

Comments: 21 :: View Comments (Post your comment)

Recruitment System Redesign
Posted: Tilanus Commodor @ Mon Nov 28, 2011 3:34 pm
Hey there!

I know there haven't been any reports in the last time, but that doesn't mean I haven't been working on NE. It's just that there is few catchy material for eyes and attention to present and I don't want to bother you with routine tasks (except you want to hear them).

But now I have another idea to present you and ask for your opinion:

____________________________________
Recruitment System Redesign


"Would you like to train units rather in groups of appropriate size instead of training them separately?"


This would be a fundamental change of a game mechanic since it completely redefines classical strategies of Age of Empires 3.

Musketeers and pikemen could be trained in groups of .. lets say .. 20 units and different units like Grenzers for example would be trained in groups of 5 to max. 10 units. That means there are still differences in group size: There are single units, small groups ("companies"), medium-sized groups ("battalions") and large detachments ("regiments"). Also the combat system doesn't really change, only the army setup does.

Mind that the costs of these groups don't need to be an addition of the current units' costs, but that the costs of the single unit can be reduced, so that the armies' costs would be more user-friendly. An example how it could look like:
Cost Calculations Spoiler:

Current system
1 Musketeer = 75 food, 25 coins
20 Musketeers = 1500 food, 500 coins

Now this looks like a fair price actually, but may slow down the game flow. Lets say we reduce the costs by 50%:

Lowered costs
1 Musketeer = 37,5 food, 12,5 coins
20 Musketeers = 750 food, 250 coins


So by lowering the costs you could also build larger armies in less time since they cost less. This, however, is also just an idea.

However, it limits the army customization (you couldn't say "2 of them, 5 from the other") and requires that players rethink strategies.

_________________
tl;dr

Positive interpretation
  • Units are trained in sizes that historically make sense
  • Players can develop new strategies due to new game mechanics
  • Possibility of reduced costs: More units with less resources/in less time


Negative interpretation
  • The individual unit mix of your army is limited
  • You need to learn new strategies since the old ones may not apply to the game anymore
  • You need more resources for training units at all, even though the costs for single unit may be reduced



What do you think?

Comments: 115 :: View Comments (Post your comment)

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